"Signing" On
(and Off)
Ways and Means of Running an Aggressive Offense
from the Coaching Box and Dugout
Baseball coaches who run an aggressive offense-- squeeze,
hit and run, and double steal-- obviously have need of a sign system that
will enable them to communicate with the players and adapt to changing
situations and personnel quickly and efficiently.
A good sign system will include all or most of the
following:
Indicators that alert
the players that a live sign may be on its way. Wipe-offs
that negate every live sign that has been flashed to that point.
Activators that tell the player to proceed
with the designated play (a green light).
Decoys -- meaningless signs, at least in
the context of the sequence in which they appear.
Perhaps the most common way of flashing a sign is through
touching a particular part of the body or uniform, e.g., an ear or the
bill of the cap. Coaches from youth to semi-pro ball often use a simple
system in which the first letter of the object touched matches the first
letter of the corresponding sign.
Another popular sign system emphasizes the number of
touches or taps rather than the location of the touch.
The coach will flash an indicator to have the players
start counting and another indicator to signal them to stop. The number
of relevant taps in between specifies the play.
Still other methods of transmitting
signs involve
the coach's position in the coach's
box (front, middle, or rear),
the number of times he claps his hands,
the number of fingers he holds up,
whistling,
and calling out colors, names, or numbers.
Regardless of how the coach delivers the signs, his
system must be easy to comprehend and remember.
Tips on Making Signs Easy to
Recall Under Game Conditions:
1. Use a single indicator immediately followed by the
live sign. Even with a wipe-off included, a player must interpret a maximum
of three signs per sequence.
2. The first or second sign flashed is live (with no
indicator). An activator and/or a wipe-off can be added to confuse the
opponents.
3. The last sign flashed is live (with no indicator).
This is effective since players tend to look away once they've seen the
live sign, but before the coach is finished flashing decoys. Some coaches
release the players' attention by concluding every sequence with a simple
gesture, like clapping the hands.
4. The only sign flashed twice in a set of signs is
live.
5. Designate either hand as the hot hand. The first
sign flashed with that hand is live.
Logical Patterns.
If the signs consist of taps to specific locations
on your body or uniform, arrange the locations in a logical order.
For example:
begin with a closed fist as the
first sign in a set and ascend up the arm with taps to the wrist, elbow,
shoulder, and chest.
Another option is to divide the chest into quadrants and arrange the signs
in a box pattern.
Memory Devices. When numbers
represent the plays, it will be helpful to train the players to memorize
the plays in sequential order. A mnemonic can turn the plays into a memorable
phrase.
For example:
the players can remember Take,
Bunt, Hit & run, Steal as Thomas Baker High School!.
When you flash the number 3,
the players can run through the mnemonic phrase and notice that the third
word is High, which means Hit & run.
You can use any kind of memory device that will help
the players recall signs when the pressure is on and the game is on the
line.
Groups of Two.
In systems that incorporate multiple variations of
the basic plays, you may split the live signs into two groups whenever
possible, e.g.,
running plays (straight
steal, delayed steal, early break)
vs.
bunting plays (straight bunt, slash, squeeze).
Likewise, the body or uniform can be divided into two
sections--
left side / right side,
upper body / lower body,
skin / cloth, or school colors, e.g., blue / gray.
Signs consisting of numbers, as well as innings, automatically
fall into two groups-- odd vs. even. Systems based on two's break down
into bite-size pieces that will improve the players' retention and provide
a ready-made way to accomplish the other important goals of a flashing
system-- to catch the opposition off guard and prevent them from decoding
the signs.
Following are Suggestions for
Camouflaging Live Signs:
Change or Rotate Periodically.
Change the indicator before every game, each time you
face the same opponent, or during a game based on the inning or count.
The Hot Spot system uses a floating indicator which
changes with every sequence of flashes. The first spot touched becomes
the indicator for that sequence. You can flash the live sign anytime after
returning to the hot spot.
The other option is to hold the indicator constant
and rotate the live signs. When using the first (second) sign method,
make the first sign live in odd innings and the second sign live in even
innings. When using two distinct groups of signs or two halves of the body,
alternate between the two.
For example:
In odd-numbered innings put the
hitting/bunting signs on the left arm and running signs on the right arm.
In even-numbered innings, simply
switch sides.
The use of uniform colors can make a system difficult
for the defense to crack, especially if you use home and away jerseys and
change the signs according to the location of the colors on your body.
When using the four quadrants of the chest in your
sign system, you may rotate the quadrants periodically. A mnemonic device
can again help the players memorize the signs. In using the Thomas Baker
High School mnemonic,
Divert the Defense/s Attention.
You may have two people flashing signs-- a decoy whose
signs are visible and obvious, and a play caller whose signs are much less
visible and simpler, e.g., arms crossed or hands in the back pockets.
This technique works great when all signs emanate from
the bench and the two flashers are clearly visible to the players.
Another way to divert the attention of potential sign
stealers is by using the sign not given as the live sign. The opponents
may be so focused on what you are touching that they won't notice what
you're not touching. In short, you may flash all but that one sign in your
sequence-- which will make it the play. For added deception, add an activator
and wipe-off.
The most important rule when devising a system is to
keep it simple. A very basic set of signs can be highly effective with
just one or two wrinkles thrown in.
Simple Ways to Frustrate the
Opponents:
1. Give the same meaning to two different signs. Have
two bunt or two steal signs. You can also have a sign that means repeat
the same play called on the previous pitch.
2. Use an "activator only" in pre-arranged
situations. If you want particular plays executed in certain game situations
or when certain personnel are at bat or on the bases, discuss this strategy
ahead of time. You can then flash decoy signs and just an activator to
set the play in motion.
3. At the very beginning of an at-bat, flash a play
you want executed on a specific count, e.g., suicide squeeze on 2-0. When
that count arrives and the defense sees you standing motionless, it won't
expect anything.
4. Flash a sign when the defense is not watching. For
example, to the next batter while he's still in the on deck circle. Use
simple, one syllable gestures immediately after a play and before the
defense settles into their positions for the next pitch.
5. Before an inning or game, issue a green light
for players to steal, swing away, or bunt at their own discretion. Then
flash only a red light sign if you want them to hold their position.
Final Points About Maintaining
an Effective System:
Flash live signs, but omit the indicator or activator
so that the live signs appear to be meaningless.
Intersperse a series of live signs with a few decoy
signs.
For example, if steal consists of four taps to the
face, touch the face twice, then tap the leg and chest before completing
the final two taps to the face.
Practice in front of a mirror to develop a smooth delivery.
Flash decoy signs with as much emphasis as live ones,
and live signs with as much casualness as decoys.
Also, spend five minutes every day reviewing signs
and running through scenarios with the players.
Use signs during inter-squad games and offensive drills
to mimic game conditions.
Since players are more likely to understand and remember
a system they help create, encourage them to participate in designing the
system.